Touchscreen Tetris Game Using TFT LCD & Arduino
by priyanshu9569999 in Circuits > Arduino
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Touchscreen Tetris Game Using TFT LCD & Arduino
Build your own touchscreen Arduino Tetris game. This project brings the classic puzzle game to your fingertips using an Arduino Uno. The TFT shield works as both the vibrant color display and the touch controller, allowing you to move and rotate blocks with simple taps. The system supports full Tetromino arrays, smooth block rendering, collision detection, and score tracking. The project demonstrates practical implementation of game loops, touchscreen interfacing, and 2D array matrix manipulation using embedded hardware.
Supplies
Overview
Build your own touchscreen Arduino Tetris game. This project brings the classic puzzle game to your fingertips using an Arduino Uno. The TFT shield works as both the vibrant color display and the touch controller, allowing you to move and rotate blocks with simple taps. The system supports full Tetromino arrays, smooth block rendering, collision detection, and score tracking. The project demonstrates practical implementation of game loops, touchscreen interfacing, and 2D array matrix manipulation using embedded hardware.
Game Board and Variables
The code begins by including the required libraries for the TFT LCD display and resistive touchscreen. The MCUFRIEND_kbv library handles graphical rendering while the TouchScreen library reads touch input from the shield.
Touchscreen calibration values are defined to correctly map raw touch readings into screen coordinates. Color constants are also created for rendering the Tetromino blocks and user interface.
Game Board and Variables
The game board is represented using a 2D integer array where each cell stores either an empty state or the color index of a locked block. Variables are also used for tracking the current falling piece, previous drawing position, next piece preview, score, level, line count, and game speed.
The board dimensions are configured as a 14×20 Tetris grid while the block size determines the pixel dimensions of each rendered square.
Tetromino Shape Arrays
The seven classic Tetris pieces are stored in a four-dimensional array. Every Tetromino contains four different rotation states represented using 4×4 matrix grids.
This structure allows the code to rotate blocks dynamically and render different shapes efficiently during gameplay.
Rendering and Flicker-Free Drawing
The rendering system is optimized to reduce screen flickering by updating only the modified cells instead of redrawing the entire display every frame.
The drawCell() function renders individual Tetris squares while erasePiece() removes the previous block position. The drawGame() function restores hidden board cells and redraws the active piece at its updated position.
The redrawBoard() function performs a full board refresh only when necessary, such as after clearing lines or spawning a new piece.
User Interface System
The TFT display includes a complete user interface with score display, level indicator, next-piece preview window, game border, and touch control buttons.
The bottom panel contains four touch buttons for moving left, moving right, dropping downward, and rotating the Tetromino piece.
Touch Controls and Collision Detection
The touchscreen controls use circular hit detection to identify button presses. The code maps raw touchscreen coordinates into screen positions and checks whether the user touched one of the four virtual control buttons.
Collision detection prevents Tetromino blocks from moving outside the board boundaries or overlapping with already locked pieces.
Score System and Level Progression
The game rewards points based on the number of cleared lines. Completed rows are removed from the board and all rows above shift downward automatically.
The level increases every 10 cleared lines and the falling speed becomes progressively faster, increasing gameplay difficulty.
Main Game Loop
The main game loop continuously handles touch input, automatically drops the active Tetromino piece using a timer, checks collisions, merges locked blocks into the board, clears completed rows, updates the score panel, and spawns new pieces.
If a new Tetromino immediately collides after spawning, the game displays a GAME OVER screen along with the final score.
Result
The Arduino Uno successfully runs a complete touchscreen-based Tetris game using the TFT LCD shield. The project features smooth block rendering, responsive touch controls, score tracking, level progression, next-piece preview, collision handling, and dynamic game speed adjustment.
The optimized rendering system minimizes display flickering while maintaining stable gameplay performance on the ATmega328P microcontroller.
Reference Video